fodev.net
Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Mayck on December 31, 2012, 12:16:22 am
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FIXES:
- Mysterious disappearances of followers hopefully fixed once and for all. (May not work for pre-update companions which saw their master die.)
- Fixed several text and dialog bugs.
FEATURES:
- Added space indicator for containers.
CHANGES (WIP):
- Shotgun burst now has a chance for knockback effect if target is 6 or less hexes away. The chance is 20% per bullet hit (e.g. 3-shot burst has 60% knockback chance, 5-shot 100%, 6-shot 100%).
- Added a few recipes to fixboy for craftable containers:
- Craftable containers can be picked up from ground when empty by using science skill.
- Certain craftable containers can be rotated when empty by using repair skill.
- Containers cannot be dropped in public locations.
- Followers protect only owner (and other followers of the owner) not all faction members and don't react if a faction member who isn't owner attacks someone. They still won't attack members of the owner's faction or their followers who shot them (assuming accident/friendly fire).
- Followers run away to World Map when their leader dies or logs off.
- "Attack everyone" follower modes disabled. Followers have 3 combat modes: 1) protect owner (and other followers of the owner) 2) protect owner and attack intruders in base/tent 3) flee.
EXTRA NOTES:
- Run the updater to obtain the new files.
- Custom interfaces may require update (http://fodev.net/forum/index.php/topic,4612.msg232466.html#msg232466)
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This is my BOOMSTICK!
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Nice :D
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Very nice update thx for containers;)
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Mayck is the man, thanks you ;D
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when will you add h q chems its been over a year now
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mercs...nooo i just made 15 mercs leaders ;D
maby this will fix mercs problem...and thnx for containers
any info when we can see ba/ea/nrc armors?
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shotgun fun on it's way :-*
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lol? disabled "attack everyone"? maybe disable ATTACK too at all?
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Craftable containers! WOW fantastic - Thank you! Shotguns doing some knockback - excellent addition.
I'm glad i suggested the container space indicator when i did, but i have a feeling you were already working on it ;) Thanks for all!
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- Followers protect only owner (and other followers of the owner) not all faction members and don't react if a faction member who isn't owner attacks someone. They still won't attack members of the owner's faction or their followers who shot them (assuming accident/friendly fire).
- Followers run away to World Map when their leader dies or logs off.
- "Attack everyone" follower modes disabled. Followers have 3 combat modes: 1) protect owner (and other followers of the owner) 2) protect owner and attack intruders in base/tent 3) flee.
I came.
amazing update, thank you for this late Christmas present. Keep up good work :)
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which shotgun have 6 bullet burst?
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CAWS.
For people who updated already - run updater again. We forgot about one file.
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Thanks for the nice update.
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For people who updated again, run updater again (once again) :P
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One big +1 to this update and people who had that work ;)
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finally shotguns get some love
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fsdflsdjgfhjsdlkgj update!!!
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Very nice update! Great to see finally see container sizes, and the shotgun buff.
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Awesome! God bless you.
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Can't check atm but I am assuming followers will still attack whatever the owner shoots at?
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Can't check atm but I am assuming followers will still attack whatever the owner shoots at?
Of course.
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I was reaallly hoping for a wipe... But thanks for the update I suppose.
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I was reaallly hoping for a wipe... But thanks for the update I suppose.
Just delete all your chars problem solved
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thanks for the update, im thinking about return to 2238!! LOL
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oh yeah,,,BTW, shotgun knockback works for NPC also right?
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Awesome update! Thanks a lot.
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I saw few knock backs from shotguns and they are a little to strong. Even rocket has weaker effect. I like this feature but it need to polished
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Sounds like an awesome update guys, thanks for all the hard work.
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very good update :)
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I saw few knock backs from shotguns and they are a little to strong. Even rocket has weaker effect. I like this feature but it need to polished
Except rocket has 40 hex range and shotgun knockback is only from 6 or less hexes.
And, uh... RL is actually cheaper and easier to get than pancor.
We will talk about unbalance when you will see in PvP more caws/pancors than RLs.
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I am not saying this is bad but kicking out for 10hexes is to much and it is like in 2nd category action movie. 2-3 hexes should be nice instead of 10-12. This will be new troll weapon in ncr and nr.
And thnx for nerfing mercs. It was really good move even if my 39mele muties are harder in use.
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Not saying you're wrong or right, but I would wait more than an hour before you decide something is more annoying (than current troll builds/tactics). ;p
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Most awesome! I have already cleaned the piles of loot into a series of crates and chests.
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Most awesome! I have already cleaned the piles of loot into a series of crates and chests.
Yes this v useful. I had few lockers from tabaco exploit but those are much better. Can go a little further and think about crafting turrets and sand bags? This would bring more options to pvp. Turrets could use laser and plasma rifles or bg weapons.
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We can now use shotguns in pvp it's awesome!
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Soon it's gonna be bluesuits with high AC running around with HK Caws now, knocking everyone down :D
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I saw few knock backs from shotguns and they are a little to strong. Even rocket has weaker effect. I like this feature but it need to polished
rocket launcher also has 40 hexes range, so i think shotguns knockback should have stronger effect if you want them to be used in battle, if they would have some weak shit effect, they just wouldnt be used in pvp just like they are now.
Also yeah, thank you devs, finally seems like a good update :)
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Chests cannot be rotated. Just sayin.
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Excellent update.
so i think shotguns knockback should have stronger effect
My guess of balance for shotguns would be to increase their "armor piercing" capabilities by buffing their damage modifier to -15%, knock-back effect to work on full range with twice less efficiency keeping the 6 hex rule or each hex beyond that range to have flexible penalty to the chance to knock-back by decreasing it up to a minimum of 25% at maximum range for any type of shotgun. On top of that each knock-back could deplete the opponent of, for example, 1-2 action point/s, since it requires 5 action points to even shoot with bonus rate of fire, taking in consideration the range, damage output and since the knock-back itself rarely would allow a "lock-down" (unless target is in narrow spaces and is being hit against the wall, though that would mean that shotguns are just superior in close range combat, what wouldn't be a bad thing) as the target after the first hit would be out of reach in most cases and if not the chance to do a sub-sequent knock-back would be reduced in any of the given situations of how the knock-back could work as the target would be farther away.
Only after these kind of changes I imagine using shotguns effectively in various combat situations and the weapon type having some sort of special role and overall being somewhat viable.
Currently, okay that knock-back is cool, but 6 hexes are majorly impractical (I guess some guys will try to camp buildings now in some Reno, then feel the rest of the flaws I am mentioning here), damage output is pathetic and on top of that range is very limited, the weapon is just outclassed in every way by "conventional" arms and, for example, some frag grenades can do the job even better as they don't "teleport" the opponent away, but locks him down leaving him vulnerable.
We will talk about unbalance when you will see in PvP more caws/pancors than RLs.
O lol, that's not going to happen, not even with the badass changes I suggest.
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Good work with containers! I waiting for more good updates like this.
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Good work with containers! I waiting for more good updates like this.
im waiting it ,too :)
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Thanks for the lags, devs.
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Craftable container ???? :o :o :o
That's a dream that comes real.... Next changelog, NameColorizing will be back if thing keep as good.
Of course, to counter such a great feature, we lost one charm of followers.
They will now laught and drop names instead of defend their faction members. These mercenaries are now some selfish bitches. At least, it logical with their mercenaries status. "We get pay by you, we don't care if your family get slauthered. It makes me sad, but i also understand the PVP abuse in TC. I hope a middle ground will be found between uncaring mercenaries and big armies of muties.
(is it possible to nerf features abuse instead of nerfing features?)
Also, i am not sure i had understand.
If the leader of follower log off, followers flee.
This feature also apply if followers are mining, protecting the base/tent or PXing rats in public locations ?
Or is it only when players appear in TC town ?
I hope i can still keep my slaves productive when i am not constantly watching them...
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This feature also apply if followers are mining, protecting the base/tent or PXing rats in public locations ?
Or is it only when players appear in TC town ?
I hope i can still keep my slaves productive when i am not constantly watching them...
They don't flee if they stay in base/tent. Slave work could have been overlooked, need to test this.
I don't understand "XPing rats in public locations". You leave mercs in New Reno sewers or something?
Not sure if it should be possible to level up followers without you actually playing.
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It's great if they don't flee the base, when the char is not there and keep mining.
About the PXing, i rarelly do it, but it was nice sometimes to keep some places safe from evil npcs.
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Craftable crates and lockers, and buff to shotguns!! Thats great addition! Thanks!!!
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Good update !
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Thx for this nice update :)
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nice update
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Craftable containers and shotguns buff are totally amazing. The game will be much more interesting, when there will be different roles of the battle characters. I would like to see that support shotguns knock-downing everything. But yeah, we need to test it, cause it seems to be too high knock-chance. Usually in the battle knock-out means dead.
Devs, is it bug or planned change to remove barter? I remember when it was important part of the game for me. I could trade unnecessary stuff for ammo, drugs etc. Actually selling prices havent any sense. Is it still possible to repair it in this season?
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i dont know why everyone is so excited about idea stolen from fonline: requiem.
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Thank you devs,wonderful update.
Like nexxos said "This is my boomstick"
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i dont know why everyone is so excited about idea stolen from fonline: requiem.
A good idea is a good idea.
Last I checked this game wasn't called Fonriginal2238, so what's your point?
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idea stolen from fonline: requiem.
Damn, a different game had the same feature already. Now we have to remove it, because it cannot be in another game! :/
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Craftable containers and shotguns buff are totally amazing. The game will be much more interesting, when there will be different roles of the battle characters. I would like to see that support shotguns knock-downing everything. But yeah, we need to test it, cause it seems to be too high knock-chance. Usually in the battle knock-out means dead.
Devs, is it bug or planned change to remove barter? I remember when it was important part of the game for me. I could trade unnecessary stuff for ammo, drugs etc. Actually selling prices havent any sense. Is it still possible to repair it in this season?
"Knock down " means dead, "knokback" is something other.
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Damn, a different game had the same feature already. Now we have to remove it, because it cannot be in another game! :/
you said it ;D
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Added a few recipes to fixboy for craftable containers!
best update ever! ;) this is a good way, keep it up!
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good update.
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My bases and tents look like they've been raped, now that I don't have to put all the extra crap on the ground.
Craftable containers = WIN.
Excellent update.
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is there knockdown for sawed off/shotgun?
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is there knockdown for sawed off/shotgun?
There should be, 40% chance.
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Good update mayck!
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Good job, keep it up!
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Nice update!
Its nice to see that shotguns get some boost. And with the new containers no more mess at the bases :)
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Now boost a little p90 and Small guns are ok =)
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Good update.
Which one of the containers has biggest capacity?
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The big ammo crate i think.
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safe?
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Which one of the containers has biggest capacity?
Fridge.
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Fridge?? How can we craft it?
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Nice update guys.
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Fridge?? How can we craft it?
Blueprint..... I hope not ; D
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Fridge.
Which one of the containers that we can craft has the biggest capacity?
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Fridge?? How can we craft it?
Eh, sorry, looks like fridge didn't get in. In that case, (wide) ammo box / locker - both have same value assigned.
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One does not simply craft a fridge.
Use Steal skill instead.
(http://static.fjcdn.com/pictures/Nigga_7d228d_432916.jpg)
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Fridge should be a unique item and Fridgeman should get it first.
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And he will mutate in a real Fridgeman
(http://kabefis.free.fr/Fonline/Fridgeman_T.png)
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And he will mutate in a real Fridgeman
(http://kabefis.free.fr/Fonline/Fridgeman_T.png)
i bet this is same panzer fridge indiana jones used to hide from nuclear blast
https://www.youtube.com/watch?v=lbrzQMbTYZM
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http://www.youtube.com/watch?v=MD_B4GQkKVI
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And he will mutate in a real Fridgeman
(http://kabefis.free.fr/Fonline/Fridgeman_T.png)
Let's not forget about other concepts (#1 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvYXZ2LypmcmlkZ2VtYW4xLmpwZyplMzk0OWFlZTRlZjA0YTgzY2JlMjI3ZjcxMTRjNWU2Nw) #2 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvR2F6b2lsLypGcmlkZ2VNYW4uZ2lmKmQ1NzQ1YTE2MWM2ODBhNWQ3ZDc1NTBjMjU3YWUxODJj) #3 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvTXVkZ3V0cy8qZnJpZGdlbWFuLmpwZyoyOTI3NDZiNTVkNzcxOWYzZjIzODdkN2Q4YzI0YzUyNQ) #4 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvUkovKmZyaWRnZW1hbi5qcGcqMWM2YmY1YzczMTQyZWNhMDBlOWJkMWI4MWM2MzdmNGI) #5 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvdmlsYXovKmZyaWRnZW1hbi5wbmcqMjFiZTUwZTdiMGE3YjMxZGI5ZWY2N2M3MThkMzJmOTg)) !1onetwofour
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FINALY CRAFTABLE CONTAINERS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU :X :X :X :X :X :X
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now when players dont store stuff in piles on the ground, will this any influence server stability?
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Highly unlikely that people will feel a difference.
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But it is very good feature. I miss only armors like ba, ea,ncr ca and adv chem components. And some new good features like mr handyman who can repair or craft stuff
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In a way the game looks very refined and polished now, fix some basic stuff like crafting, trading system and there is only Wipe waiting to happen with some innovations, just not so over-ambitious as previously because it was at expense of normal gameplay for a lot player for a long time.
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I miss wipe
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But it is very good feature. I miss only armors like ba, ea,ncr ca and adv chem components. And some new good features like mr handyman who can repair or craft stuff
Who dont miss it?
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Yeah doing great, just some polishing of little things like repair, and such and we be looking at some more fun.
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They don't flee if they stay in base/tent. Slave work could have been overlooked, need to test this.
I don't understand "XPing rats in public locations". You leave mercs in New Reno sewers or something?
Not sure if it should be possible to level up followers without you actually playing.
Leaving mercs overnight in reno sewers is the only sane way to lvl them, only thing more boring than grinding in fonline is watching npcs grind other npcs. Like honestly who benefits from that kind of gameplay, why not just make a game where you cut yourself to lvl your char and it gauges your suffering to determine xp?
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Darn, I've been trolled again x_x
Nope, trolling is changing the subject overhead, getting replies and a critical hit by a banhammer.
Suicide trolling all up in this bitch. :-*
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Why is it writing " changelog 07/01/13 (server wipe) " ?
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I was saw 7/1/2013 server wipe what the hell ?
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Oh shut it with all the wipe talk. It was because some idiot bumped the wipe changelog, there is no wipe and there will be no wipe.
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I want wipe with a massive changelog and 3D
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I want wipe with a massive changelog and 3D
Yeh and I want PA,caravans,Bozar,Pulse rifle and a bunch of weed....
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First some minor flaws like the broken crafting- or trader system should be dealt with. Don't you think?
Ceterum autem censeo gibe back Namecolorization.
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massive changelog
Then give the devs time. Changes don't happen by whining all day on the forums.
3D
It's done when it's done. Come help us, maybe something good will happen.
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You can have a massive changelog if we don't make any update for a year.
Instead of impressing people I think it's better to improve the game regularly in smaller steps.
:3
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Sadly its all about impressing people, so go figure, people can be negatively impressed, too. And this is all the trolling all about, right, Rotators?;)
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Those big change-logs doesn't help in that regard, developers literally would have more control of what they do, development would be more constant instead of trying to present us a new game each time, judging of how much they try to squeeze in Wipe, it's unnecessary.
I will just leave this here.
You can have a massive changelog if we don't make any update for a year.
Instead of impressing people I think it's better to improve the game regularly in smaller steps.
:3
Now this is rational thought, logic behind the walls of the human mind ... on this forum! At last, they finally figured it out!!!
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And it is all your fault of course.
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You really are doing that thing with the cat smilies now? Oh lawdy
Well if that "random stuff spawning in random containers" thing is finally implemented, I will never need another update again.
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The follower commands are confusing now (http://fodev.net/forum/Smileys/classic/huh.gif)
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- "Attack everyone" follower modes disabled. Followers have 3 combat modes: 1) protect owner (and other followers of the owner) 2) protect owner and attack intruders in base/tent 3) flee.
Sorry for maybe unessecary bumb.
What about guards in faction bases? I cant leave mercs or slaves as guards in bases because they attack
-people with no faction that are INVITED
-people with no faction that were marked as FRIENDS
-people who are in another faction already and given status INVITED or FRIEND.
The Bases are set to be visible for both invited and friends.
Tested it with several alt's merc troops in different bases. The attacking mercs/slaves are set on
2) protect owner and attack intruders in base/tent
It makes for great traps (friend someone, he sees base and goes there and gets massacred by swarm of mercs ;D)
But else it MAKES ABSOLUTELY NO SENSE TO ME!
Can this be changed somehow, or am i doing something wrong?
Thx for answers
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Sorry for maybe unessecary bumb.
What about guards in faction bases? I cant leave mercs or slaves as guards in bases because they attack
-people with no faction that are INVITED
-people with no faction that were marked as FRIENDS
-people who are in another faction already and given status INVITED or FRIEND.
The Bases are set to be visible for both invited and friends.
Tested it with several alt's merc troops in different bases. The attacking mercs/slaves are set on
2) protect owner and attack intruders in base/tent
It makes for great traps (friend someone, he sees base and goes there and gets massacred by swarm of mercs ;D)
But else it MAKES ABSOLUTELY NO SENSE TO ME!
Can this be changed somehow, or am i doing something wrong?
Thx for answers
This may be one extremely retarded solution to the problem but you could just make a construction site with the same leader of the previous base (so its basically 2 bases of the same faction) and people can come to construction site to accept invitation, at least until/if the mercs are fixed/modified.
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One more possible solution would be filling a ticket in bug tracker with detailed description of the problem.